斗地主中跟牌逻辑分析

QList<card> Method::PlayBeatHand(Hand hand)
{
    // 先固定住最优顺子,从余下牌中打出
    QList<card>  left = m_cards;
    //查找最优顺子并且从当前牌中移除
    QList<QList<card> > cardlll=Method(m_player,left).PickOptimalSeqSingles();
    for(int i=0;i<cardlll.size();i++)
        for(int j=0;j<cardlll[i].size();j++ )
            left.removeOne(cardlll[i][j]);

    //left.Remove(Method(m_player, left).PickOptimalSeqSingles());
    //压单牌
    if (hand.getHandType() == Hand_Single)	// 如果压单牌,尽量从单张牌中挑
    {
        QList<QList<card> > singleArray = Method(m_player, left).FindCardsByCount(1);
        for (int i = 0; i < singleArray.size(); i++)
        {
            if (Hand(singleArray[i]).Defeat(hand))
            {
                return singleArray[i];
            }
        }
    }
    //压双排
    else if (hand.getHandType() == Hand_Pair)	// 如果压双牌,尽量从双牌中挑
    {
        QList<QList<card> > pairArray = Method(m_player, left).FindCardsByCount(2);
        for (int i = 0; i < pairArray.size(); i++)
        {
            if (Hand(pairArray[i]).Defeat(hand))
            {
                return pairArray[i];
            }
        }
    }

    Player* nextPlayer = m_player->getNextPlayer();
    //从手牌中查找相同牌型
    QList<QList<card> > beatCardsArray = Method(m_player, left).FindHand(hand, true);
    if (!beatCardsArray.isEmpty())
    {
        //角色不同的话出最大的牌
        if (m_player->getRole() != nextPlayer->getRole() &&
                nextPlayer->getCards().size() <= 2)
        {
            return beatCardsArray.back();
        }
        //角色相同的话出最小的牌
        else
        {
            return beatCardsArray.front();
        }
    }
    else	// 余下牌没法打时,只好从顺子中挑牌
    {
        beatCardsArray = Method(m_player, m_cards).FindHand(hand, true);
        if (!beatCardsArray.isEmpty())
        {
            if (m_player->getRole() != nextPlayer->getRole() &&
                    nextPlayer->getCards().size() <= 2)
            {
                return beatCardsArray.back();
            }
            else
            {
                return beatCardsArray.front();
            }
        }
    }

    // 对家剩牌小于3张,有炸则炸
    Player* hitPlayer = m_player->getHitPlayer();
    if (m_player->getRole() != hitPlayer->getRole())
    {
        if (hitPlayer->getCards().size() <= 3)
        {
            QList<QList<card> > bombs = FindCardsByCount(4);
            if (!bombs.isEmpty())
            {
                return bombs[0];
            }
        }
    }

    QList<card>  empty;
    empty.clear();
    return empty;
}
//已经找到能打败上家的牌了
bool Method::WhetherToBeat(QList<card> &myCards)
{
    if (myCards.isEmpty()) return true;

    Player* hitPlayer = m_player->getHitPlayer();
    QList<card> hitCards = m_player->getHitCards();

    if (m_player->getRole() == hitPlayer->getRole())		// punch的是同家
    {
        QList<card> left = m_cards;
        for(int i=0;i<myCards.size();i++)
            left.removeOne(myCards[i]);

        if (Hand(left).getHandType() != Hand_Unknown) return true;

        CardPoint basePoint = CardPoint(Hand(myCards).getBasePoint());
        if (basePoint == Card_2 || basePoint == Card_SJ || basePoint == Card_BJ)
        {
            return false;
        }
    }
    else	// punch的是对家
    {
        Hand myHand(myCards);

        if ( (myHand.getHandType() == Hand_Triple_Single || myHand.getHandType() == Hand_Triple_Pair) &&
             (myHand.getBasePoint() == Card_2) )	// 三个2就不打出去了
        {
            return false;
        }

        if (myHand.getHandType() == Hand_Pair && myHand.getBasePoint() == Card_2 &&
                hitPlayer->getCards().size() >= 10 && m_player->getCards().size() >= 5)
        {
            return false;
        }
    }

    return true;
}

 

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值